- Switched to custom pmove code (early, WIP) instead of the engine one, again - Made nightvision compatible with splitscreen modes - Player animation fixes - Prediction fixes - Fixed radius damage, so grenades and bombs should apply proper damage now - Added func_wall_toggle - Small entity fixes
41 lines
787 B
C++
41 lines
787 B
C++
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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class trigger_camera:CBaseTrigger
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{
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float m_flWait;
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void() trigger_camera;
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virtual void() Trigger;
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};
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void trigger_camera::Trigger(void)
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{
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if (m_strTarget) {
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entity e = find(world, CBaseTrigger::m_strTargetName, m_strTarget);
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if (e) {
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angles = vectoangles(e.origin - origin);
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angles_x *= -1;
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}
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}
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Client_TriggerCamera(eActivator, origin, angles, m_flWait);
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}
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void trigger_camera::trigger_camera(void)
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{
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for (int i = 1; i < (tokenize(__fullspawndata) - 1); i += 2) {
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switch (argv(i)) {
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case "wait":
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m_flWait = stof(argv(i + 1));
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break;
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default:
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break;
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}
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}
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CBaseTrigger::CBaseTrigger();
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}
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